Directional fog + horizon colors, based on sun & moon positions at sunrise / sunset
authorMirceaKitsune <sonichedgehog_hyperblast00@yahoo.com>
Sun, 30 Jun 2013 15:17:14 +0000 (18:17 +0300)
committersapier <Sapier at GMX dot net>
Sun, 15 Dec 2013 13:28:50 +0000 (14:28 +0100)
src/game.cpp
src/sky.cpp
src/sky.h

index e1424c9dd9dc8067a53ab1a1c3e0be20697fffd7..cc5d3d81d056600056305225457068374b4d6061 100644 (file)
@@ -1318,7 +1318,7 @@ void the_game(
        */
 
        Sky *sky = NULL;
-       sky = new Sky(smgr->getRootSceneNode(), smgr, -1);
+       sky = new Sky(smgr->getRootSceneNode(), smgr, -1, client.getEnv().getLocalPlayer());
        
        /*
                A copy of the local inventory
index e55dd1eb22300eef6cd322afb7b420dbf1cd97b9..a9fb90122c3a6e078bb9463b7967b3442a418358 100644 (file)
@@ -8,16 +8,18 @@
 #include "main.h" // g_profiler
 #include "profiler.h"
 #include "util/numeric.h" // MYMIN
+#include <cmath>
 
 //! constructor
-Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id):
+Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player):
                scene::ISceneNode(parent, mgr, id),
                m_first_update(true),
                m_brightness(0.5),
                m_cloud_brightness(0.5),
                m_bgcolor_bright_f(1,1,1,1),
                m_skycolor_bright_f(1,1,1,1),
-               m_cloudcolor_bright_f(1,1,1,1)
+               m_cloudcolor_bright_f(1,1,1,1),
+               m_player(player)
 {
        setAutomaticCulling(scene::EAC_OFF);
        Box.MaxEdge.set(0,0,0);
@@ -431,7 +433,8 @@ void Sky::update(float time_of_day, float time_brightness,
                        video::SColor(255, 240,240,255);
        //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.591, 0.4);
        //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.65, 0.44);
-       video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
+       //video::SColorf cloudcolor_bright_dawn_f(1.0, 0.7, 0.5);
+       video::SColorf cloudcolor_bright_dawn_f(1.0, 0.875, 0.75);
 
        float cloud_color_change_fraction = 0.95;
        if(sunlight_seen){
@@ -470,41 +473,73 @@ void Sky::update(float time_of_day, float time_brightness,
        } else {
                m_bgcolor_bright_f = m_bgcolor_bright_f.getInterpolated(
                                bgcolor_bright_indoor_f, color_change_fraction);
-               m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
-                               cloudcolor_bright_normal_f, color_change_fraction);
                m_skycolor_bright_f = m_skycolor_bright_f.getInterpolated(
                                bgcolor_bright_indoor_f, color_change_fraction);
+               m_cloudcolor_bright_f = m_cloudcolor_bright_f.getInterpolated(
+                               cloudcolor_bright_normal_f, color_change_fraction);
                m_clouds_visible = false;
        }
+
+       // Horizon coloring based on sun and moon direction during sunset and sunrise
+       video::SColor pointcolor = video::SColor(255, 255, 255, m_bgcolor.getAlpha());
+       if (m_horizon_blend() != 0)
+       {
+               // calculate hemisphere value from yaw
+               f32 pointcolor_blend = wrapDegrees_0_360(m_player->getYaw() + 90);
+               if (pointcolor_blend > 180)
+                       pointcolor_blend = 360 - pointcolor_blend;
+               pointcolor_blend /= 180;
+               // bound view angle to determine where transition starts and ends
+               pointcolor_blend = rangelim(1 - pointcolor_blend * 1.375, 0, 1 / 1.375) * 1.375;
+               // combine the colors when looking up or down, otherwise turning looks weird
+               pointcolor_blend += (0.5 - pointcolor_blend) * (1 - MYMIN((90 - std::abs(m_player->getPitch())) / 90 * 1.5, 1));
+               // invert direction to match where the sun and moon are rising
+               if (m_time_of_day > 0.5)
+                       pointcolor_blend = 1 - pointcolor_blend;
+
+               // horizon colors of sun and moon
+               f32 pointcolor_light = rangelim(m_time_brightness * 3, 0.2, 1);
+               video::SColorf pointcolor_sun_f(1, 1, 1, 1);
+               pointcolor_sun_f.r = pointcolor_light * 1;
+               pointcolor_sun_f.b = pointcolor_light * (0.25 + (rangelim(m_time_brightness, 0.25, 0.75) - 0.25) * 2 * 0.75);
+               pointcolor_sun_f.g = pointcolor_light * (pointcolor_sun_f.b * 0.375 + (rangelim(m_time_brightness, 0.05, 0.15) - 0.05) * 10 * 0.625);
+               video::SColorf pointcolor_moon_f(0.5 * pointcolor_light, 0.6 * pointcolor_light, 0.8 * pointcolor_light, 1);
+               video::SColor pointcolor_sun = pointcolor_sun_f.toSColor();
+               video::SColor pointcolor_moon = pointcolor_moon_f.toSColor();
+               // calculate the blend color
+               pointcolor = m_mix_scolor(pointcolor_moon, pointcolor_sun, pointcolor_blend);
+       }
+
        video::SColor bgcolor_bright = m_bgcolor_bright_f.toSColor();
        m_bgcolor = video::SColor(
-                       255,
-                       bgcolor_bright.getRed() * m_brightness,
-                       bgcolor_bright.getGreen() * m_brightness,
-                       bgcolor_bright.getBlue() * m_brightness);
-       
+               255,
+               bgcolor_bright.getRed() * m_brightness,
+               bgcolor_bright.getGreen() * m_brightness,
+               bgcolor_bright.getBlue() * m_brightness);
+       m_bgcolor = m_mix_scolor(m_bgcolor, pointcolor, m_horizon_blend() * 0.5);
+
        video::SColor skycolor_bright = m_skycolor_bright_f.toSColor();
        m_skycolor = video::SColor(
-                       255,
-                       skycolor_bright.getRed() * m_brightness,
-                       skycolor_bright.getGreen() * m_brightness,
-                       skycolor_bright.getBlue() * m_brightness);
-       
+               255,
+               skycolor_bright.getRed() * m_brightness,
+               skycolor_bright.getGreen() * m_brightness,
+               skycolor_bright.getBlue() * m_brightness);
+       m_skycolor = m_mix_scolor(m_skycolor, pointcolor, m_horizon_blend() * 0.25);
+
        float cloud_direct_brightness = 0;
        if(sunlight_seen){
-               cloud_direct_brightness = time_brightness;
-               if(time_brightness >= 0.2 && time_brightness < 0.7)
-                               cloud_direct_brightness *= 1.3;
+               cloud_direct_brightness = MYMIN(m_horizon_blend() * 0.15 + m_time_brightness, 1);
        } else {
                cloud_direct_brightness = direct_brightness;
        }
        m_cloud_brightness = m_cloud_brightness * cloud_color_change_fraction +
                        cloud_direct_brightness * (1.0 - cloud_color_change_fraction);
        m_cloudcolor_f = video::SColorf(
-                       m_cloudcolor_bright_f.getRed() * m_cloud_brightness,
-                       m_cloudcolor_bright_f.getGreen() * m_cloud_brightness,
-                       m_cloudcolor_bright_f.getBlue() * m_cloud_brightness,
+                       m_cloudcolor_bright_f.r * m_cloud_brightness,
+                       m_cloudcolor_bright_f.g * m_cloud_brightness,
+                       m_cloudcolor_bright_f.b * m_cloud_brightness,
                        1.0);
+       m_cloudcolor_f = m_mix_scolorf(m_cloudcolor_f, video::SColorf(pointcolor), m_horizon_blend() * 0.75);
 
 }
 
index 7b7295e4e44a96961dc64b568fd7478c67be378b..35c86db9351f333abec9bd22360fa5dcfa092018 100644 (file)
--- a/src/sky.h
+++ b/src/sky.h
@@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 
 #include "irrlichttypes_extrabloated.h"
 #include <ISceneNode.h>
+#include "localplayer.h"
 
 #ifndef SKY_HEADER
 #define SKY_HEADER
@@ -31,7 +32,7 @@ class Sky : public scene::ISceneNode
 {
 public:
        //! constructor
-       Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id);
+       Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id, LocalPlayer* player);
 
        virtual void OnRegisterSceneNode();
 
@@ -61,7 +62,42 @@ public:
 private:
        core::aabbox3d<f32> Box;
        video::SMaterial m_materials[SKY_MATERIAL_COUNT];
-       
+
+       // How much sun & moon transition should affect horizon color
+       float m_horizon_blend()
+       {
+               if (!m_sunlight_seen)
+                       return 0;
+               float x; m_time_of_day >= 0.5 ? x = (1 - m_time_of_day) * 2 : x = m_time_of_day * 2;
+               if (x <= 0.3)
+                       return 0;
+               if (x <= 0.4) // when the sun and moon are aligned
+                       return (x - 0.3) * 10;
+               if (x <= 0.5)
+                       return (0.5 - x) * 10;
+               return 0;
+       }
+
+       // Mix two colors by a given amount
+       video::SColor m_mix_scolor(video::SColor col1, video::SColor col2, f32 factor)
+       {
+               video::SColor result = video::SColor(
+                       col1.getAlpha() * (1 - factor) + col2.getAlpha() * factor,
+                       col1.getRed() * (1 - factor) + col2.getRed() * factor,
+                       col1.getGreen() * (1 - factor) + col2.getGreen() * factor,
+                       col1.getBlue() * (1 - factor) + col2.getBlue() * factor);
+               return result;
+       }
+       video::SColorf m_mix_scolorf(video::SColorf col1, video::SColorf col2, f32 factor)
+       {
+               video::SColorf result = video::SColorf(
+                       col1.r * (1 - factor) + col2.r * factor,
+                       col1.g * (1 - factor) + col2.g * factor,
+                       col1.b * (1 - factor) + col2.b * factor,
+                       col1.a * (1 - factor) + col2.a * factor);
+               return result;
+       }
+
        bool m_first_update;
        float m_time_of_day;
        float m_time_brightness;
@@ -78,6 +114,7 @@ private:
        v3f m_stars[SKY_STAR_COUNT];
        u16 m_star_indices[SKY_STAR_COUNT*4];
        video::S3DVertex m_star_vertices[SKY_STAR_COUNT*4];
+       LocalPlayer* m_player;
 };
 
 #endif